"Kill Streaks, Gate Travel Fees & Title Fixes"
Territorial War: Kill Streaks
Chain your kills. Get stronger. Become the target.
Cut down enemy guild members on a battleground without dying and you'll build a Kill Streak — a growing combat bonus that refreshes with every kill.
Streak | Kills | ATK | DEF | M.ATK | Max HP |
|---|---|---|---|---|---|
Kill Streak I | 2 | +20 | +20 | +20 | +200 |
Kill Streak II | 3 | +40 | +40 | +40 | +400 |
Kill Streak III | 4 | +60 | +60 | +60 | +600 |
Kill Streak IV | 5+ | +80 | +80 | +80 | +800 |
How It Works
Your streak ends the moment you die. So does the bonus.
Go 60 seconds without a kill and the streak resets — keep pushing.
Killing the same player again within 30 seconds won't advance your streak. Camping a corpse earns you nothing.
The bonus replaces the previous tier rather than stacking, and its timer refreshes on every kill.
Everyone Is Watching
Reach Kill Streak III and the whole battleground is told you're on a rampage.
End someone else's rampage and the battleground is told who stopped them.
Hunt the player with the streak. That's the point.
Respawn Countdown
Falling on a battleground now holds you for 5 seconds before you can return to the fight, with an on-screen countdown.
Defenders could previously die on their own gate and be standing back on it before the attackers could finish the capture — meaning a guild with more bodies could never actually be pushed off. Gates can now be taken by skill, not by numbers.
Both changes apply only during an active Territorial War, on battleground maps. Kill streak values are subject to balancing.
Ether Gate Travel Fee
Fast travel now costs gold. Opening the world map and warping to a discovered destination charges a toll based on where you're going — the higher the zone, the higher the fee.
What It Costs
The price scales with the destination's monster level, so it grows alongside your income rather than ahead of it:
Destination Level | Toll |
|---|---|
10 | 900 gold |
20 | 2,000 gold |
30 | 3,500 gold |
40 | 5,300 gold |
50 | 7,500 gold |
60 | 10,000 gold |
64 | 14,000 gold |
Two players always pay the same price for the same destination.
What Stays Free
All towns — Retta, Asgard, Herbat, Pascal's Camp, Marietta's House, Sanctuary of the Stars, Elder's Retreat. You can always get home.
The starter zones — anything below level 10: Forest Farm, Frozen Farm, River Stream, Abandoned Farm.
Walking. Physical portals and zone borders are unchanged. The toll is for instant travel across the map, never for reaching a place on foot.
Return Stone, and every Territorial War gate.
You'll see the price in the world map tooltip before you commit, and if you can't afford it you're told what it costs instead of being charged — you are never billed for a trip that doesn't happen.
Why This Matters — The Value of Your Gold
Gold enters the game constantly. Every monster, every quest, every run adds more into circulation, and on a boosted-rate server it adds a lot. But very little gold ever leaves. When more gold is created than destroyed, the result is always the same: prices in player trade and the auction house climb, and the gold you already earned quietly buys less each week. That's inflation, and it hurts newer and casual players hardest — they earn at the old rate while paying the new prices.
The healthy fix isn't to reduce what you earn. It's to give gold somewhere to go. A gold sink permanently removes currency from the economy instead of moving it between players, and travel is close to an ideal one:
Everyone uses it, so the drain is broad instead of punishing one playstyle.
It scales with progression — endgame players generate the most gold and pay the most, so it pulls hardest exactly where inflation starts.
It's optional. Walking is always free. You're paying for convenience, never for access to content.
It's recurring, so it works continuously rather than as a one-off.
The goal is straightforward: keep gold worth something long-term. Stable prices mean your gear, your drops and your time hold their value, and the economy stays readable for everyone instead of drifting out of reach of new players.
Notes
The fee applies to everyone, staff included.
Every charge is shown in chat with your remaining balance, so it's always clear where your gold went.
Pricing is tunable and we'll adjust it based on how the economy responds — feedback welcome.
Client Patch
Fixed: garbled title names
Some titles showed random symbols instead of the dungeon's name over your character's head — for example ▯▯▯ Master instead of Strange Laboratory Master.
19 dungeon-clear titles were affected. They now display correctly everywhere (over your head, in the Honor window, and in the title dropdown):
Pavola Hills — Hard / Master
Strange Laboratory — Hard / Master
Lachne's Nest — Hard / Master
Meadow of Oblivion — Hard / Master
Destroyed Sanctuary — Hard / Master
Underground Oasis — Hard / Master
Manarion Underground Vein — Hard / Master
Flame Peaks — Hard / Master
Rift of Dimension: Fountain of Pavola — Hard / Master
Sand Cave
No action needed — if you already earned one of these titles, it will simply read correctly from now on.
